Deep Rock Galactic: Survivor
Deep Rock Galactic: Survivor is a single player survivor-like auto-shooter. Wield the full arsenal of Deep Rock Galactic, take on hordes of lethal aliens, mine riches, and unlock powerful upgrades. It's one dwarf against all of Planet Hoxxes!
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Steam Reviews
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Not recommended Posted September 28, 2025 on Steam There's the bones of a great game in there, but in its current state it feels like the devs ran out of ideas halfway through. I got to Hazard 3 which is meant to be the midpoint but I simply lost all interest because the only realistic way to progress further is a brutal and quite frankly really boring grind (actually, it's more like four separate grinds due to the amount of systems they put in) to increase power through extremely bland meta progression. Hurray, one run gives me enough currency to increase my critical hit damage by 2% and two pieces of gear that are 0.206% better than what I'm currently wearing in those slots. Zzzzz. The way the game presents numbers like upgrade percentages and damage is also incredibly poor, making trying to evaluate upgrades a complete crapshoot for most stats. Like yeah, sure, I can see the stat equation is "((Base * skill) + flat) * meta * overclock * artifact * mutator)" (I'm not joking, that's literally what the ingame tooltip says) but that doesn't actually *mean* anything to anyone who isn't some old EVE theorycrafter who can't enjoy a game unless it requires 6 separate spreadsheets. Past a fairly early point, every run feels the same apart from there being two different game modes (and Escort, while decent in itself, is badly overtuned). Almost every weapon feels the same. The only meaningful build choice you have most runs is whether to go for direct damage or DoT build, and even that has minimal impact on how you actually play. Upgrades don't feel meaningful; at best a "legendary" upgrade compensates for some inherent weakness a particular weapon has (like adding more beams to a flamethrower to make it more consistent), but there's basically no power fantasy of getting lucky and piecing together a really strong build. I played about 30 runs to get to Hazard 3 and honestly, I can't think of any that felt memorable in any way. If a weapon feels different or unique, it's generally a bad thing because it has some major downside that makes it a pain to play with, like the minigun only firing forwards in your movement direction which requires constant micromanagement. Or you could just, you know, pick a different weapon that *doesn't* have a major downside, while feeling similarly strong (not that any weapon really feels strong, at best they feel adequate for keeping up with enemy spawn rate unless you massively overgear the difficulty). Same goes for the mastery objectives that I assume are meant to shake up how you play, but most of the time it feels like you're either forced to play with a bad / boring weapon or do other really arbitrary things ("stand still for 60 seconds") in order to, you guessed it, advance the meta progression that you need to get stronger. In that regard the game feels like it has actually regressed since earlier EA builds, by simply nerfing anything that could be strong/fun and adding several more layers of meta progression grind, plus the addition of forced timers that make you play the game only at the pace imagined by the developers, with barely any space left for being creative with how you play a map/run. The core of the game (a slower paced take on survivor genre leveraging terrain manipulation and DRG assets) is fundamentally solid, so I'm happy to believe it'll get better with time. But right now it's just too grindy, too samey run to run and not enough fun (strong builds) to be had to keep my interest. -
Recommended Posted September 7, 2025 on Steam This is awesome. Only request would be to add multiplayer, it has everything that makes a great game with added coop. -
Recommended Posted October 26, 2025 on Steam Deep rock galatic survivor is a fantastic game with plenty of customization, loot and builds to play through that will keep you active for a long time. I am nearly 50 hours into the game, lets talk pros and cons: Pros: Graphics - Deep rock galactiv survivor has pretty nice looking graphics but its the art style and charm that sells it. Its not a crysis level realism style game, but its a quiry cartoony and fun style that really brings home what the game is aiming for. Gameplay - There is so much to do in this game its wild. As an auto shooter with levels that are capped, you will always find time and ways to explore builds. With each level you gain you unlock the choice of 3 items to choose from that will boost varies stats. Every few levels you unlock a new weapon, with a max of 4 per level playthrough. Theres items to farm and mine through each level, while your being swarmed by enemies. You need to constantly balance farming time with killing time all while leveling your skills. There is loot that randomly drops that you can equip your character with for permanent stats AND theres a outside skill leveling system that with the materials you farm allow you to level up those permanent stats. Overall this game is so fun and addicting its not even funny. Weapons - The weapons in this game are all very distinct and varied. They are super fun to play around with and experience. Each weapon has multiple tiers that once you reach, you can customize how they operate. There are multiple customizations so theres never the same one way to play them. I was shocked at how many there actually were. Operators - The game features 4 classes with 3 variations each amongst the classes. Each variation is tailored towards a certain playstyle that will favor either more aggression, defense, or farming. Play through them all and see what fits you best, I didnt find any to be more overpowered to the other as each has their pros and cons. Value - The game has tremendous value and replaybility. You will be playing this game for hours and hours on end. I am 50 hours in and still have 2 more worlds to clear and a insane amount of challenges to do plus masteries and even the escort missions to do. Theres ALOT to do. Sound design - Theres alot going on here at any moment. Music is okay at best, but the weapon sounds, mining sounds and enemies being destroyed are all very satisfying. CONS: The end level timer - I understand why they put a timer in this game, totally get it, its just frustrating that the moment the end boss dies you now have to rush to make it back to the pod. They do this so you dont get to farm nonstop and its part of the experience, but i still cant help but feel annoyed lol. Maybe increase the timer a little bit, i dont know. Its a personal pet peeve. RNG Dependant missions - Some of these missions seem to be extremely RNG dependant. Some scenarios are so insanely ridiculous that unless you get lucky and get some super buffs at the start it seems you will always be playing catch up and die before you can progress. This is more so for the masteries and challenges but still. Overall i really love this game, its so dam fun. I cant wait to play more and if you are into auto shooters with loot like this then i highly recommend the pick up. Thanks for reading! -
Recommended Posted July 28, 2025 on Steam It's aight. Very solid until you hit haz 5, then the issues start to kill the fun. There is a lot of "content" which is really repeating the same core gameplay loop but with slight variations (or being limited to 1 weapon, for weapon masteries) in exchange for some kind of permanent incremental upgrade. This is on top of the generic permanent upgrades which are boring incremental "2% more better" stat increases. This means progression quickly becomes completely bottlenecked by doing challenges at higher hazard levels and the resources you find during runs become obsolete. Alright, no big deal. But how fun is it to actually do runs? Well, up to hazard 4 it's fun. It's when you hit hazard 5 that the fun takes a massive nosedive and the awful balance and other glaring issues start to turn the game into a slog. First off, balance is atrociously bad with many weapons being straight up nearly unviable to run on nearly any build while others are so blatantly overpowered you can basically off-class them on random runs and still get tons of value from them. Builds aren't straightforward because certain weapons and upgrades will add different kinds of possible level up rewards to the pool, and diluting it too much even with weapons of the same general categories will easily brick your RNG and your run. For example, add a single beam type weapon to your arsenal and suddenly you're adding generic upgrades for beam weapons (that's damage -useless- beam lifetime and beam weapon reload speed) to EVERY pull on EVERY level up, shop and reroll. That seems obvious, but this works with upgrades too. Get an overclock that turns your weapon elemental and suddenly you're getting potency upgrades and generic upgrades for that element even if this is the only weapon in your whole arsenal that has it until the end of the run. Before haz 5, you can probably get away with a suboptimal weapon or deadweight upgrades. On haz 5 you will quickly get outscaled and die, just like build diversity does. Overclock choices are similarly poorly balanced and many haz 5 weapon mastery runs depend entirely on getting good RNG with weapon upgrades and then overclocks. If your straightforward DPS weapon doesn't get enough high rarity reload speed and damage% upgrades, your run is dead to RNG. If you do but then you don't get the *one* overclock that increases its fire rate, your run is dead to RNG. Since generic resources don't matter, you get absolutely nothing for the attempt. Try again and get better luck, idiot. There's a large issue with small bugs hiding behind the top of terrain blocks and being completely invisible. Up to hazard 5, it's no big deal, but starting on hazard 5 even a tiny bug can somehow clip you for over 70 HP. On fragile classes like Engineer you can pretty much randomly die while tunneling out of a chunk of rock with 0 counterplay because you can neither see nor know a bug is hiding there and your weapons might not be able to kill it in time, either. The complete lack of revivals means hazard 5 is an extremely frustrating experience as a single pathing error can chunk anywhere from 1/3rd to 4/5ths your HP bar and dying means losing 10+ minutes of progress with 0 reward since, as I said, generic resources quickly become obsolete and only challenge completion matters. It can give you a good few hours of mindless fun. Overall, I liked my time with it more often than I didn't. But until (and unless) 1.0's upcoming gear system and (hopefully) further balance finetuning corrects the awful disparities between weapons and reliance on RNG, this is only a partial recommend. Get it on sale AND if you've already played other, better garlics like Rogue: Genesia and especially Soulstone. -
Not recommended Posted October 31, 2025 on Steam I've played this game a lot since it first released in early access and continued to iterate on the game. The end result, at least of their 1.0, is that they just never addressed so many of the myriad problems with the game. Weapon balance is terrible. It has always been terrible since the early days and has barely been addressed. A large percentage of the weapons are so bad they actively make you weaker by having them, since you get offered upgrades for your other weapons less often. Some weapons are so strong that they will carry an entire run by themselves. Visibility is terrible. There is no mechanism to see aliens which are visually behind something. The game has an isometric style, where the camera is top down but slanted in a way that you see the bottom side of things, but not the top. Any aliens "north" of terrain are completely invisible. This extends to being behind the escort vehicle, mineable resources, trees, crystals, etc. Weapon effects also render over top of enemies. You will routinely take damage from running into enemies that have never been visible on your screen. Information availability is terrible. Do you know want to know which weapons are available to the scout? Too bad. Do you want to know the stats of a weapon you're about to select from a level-up? Too bad. Do you want to know how much damage your existing weapon does? First, you have to ESC, then click into each individual weapon. Next, damage over time is not credited to the source weapon whatsoever. If you're any kind of status effect build, all of the damage pools into one giant damage type that you can't even view until the postgame screen. There is no way to know how much damage each of your fire weapons is contributing. Meta progression is ridiculous. I have millions of credits and thousands of each meta resource from playing so much in early access. You now not only have meta upgrades, but also gear that randomly drops during the game. These items have *enormous* pools of stats and can cost a few hundred thousand credits to fully upgrade. One of the item types is the only way for a class to have access to more weapon types, so you're unable to even go down that route until you RNG them. A piece of gear can have 60 armor or >100 hp in addition to multiple other stats. A legendary armor upgrade in game is 15 armor. Armor has a dramatic dropoff in effectiveness, so not only does armor become a completely wasted upgrade in game, but if you don't have these big pieces you're going to be taking 4x the incoming damage. Keep in mind that even with this much armor you can still take half or more of your hp in a single hit from big enemies on danger 5. The amount of weapons / tag spread is too small. You naturally want your weapons to overlap in as many ways as possible so that you can maximally share the category upgrades. For example, 20% projectile damage gives more benefit if all 4 weapons use projectiles than with just 2. However, there aren't actually that many weapons with good overlap. Outside of kinetic and projectile, there are pitifully few for many of the other types. Some weapons have upgrades that change their damage type, but you can't plan around that since there's a high chance it doesn't appear and many of those that change type are in the "these weapons suck" category. Between the general power (or lack thereof) for some weapons, and the availability of synergistic options, you end up building toward the same options far too often. The game is cheap. It's an OK game to play here and there, but it quickly becomes an exercise in frustration due to all the never addressed issues. -
Recommended Posted November 22, 2025 on Steam God, I both love and hate this game. But, a €12.99 game that gave me 100+ hours of gameplay doesn’t deserve anything less but a thumbs up— but it isn’t all smooth sailing. It runs excellently on the Steam Deck. Anything up to Hazard 4 performs perfectly. At Hazard 5, however, you’ll run into some performance issues, which is why I switched to PC for most of the mastery runs. Unless you’re planning to 100% the game like I did, this really isn’t a problem: Hazard 5 is downright ridiculous for a variety of reasons (already covered in plenty of other reviews), and I wouldn’t bother with it at all if it weren’t for the achievements. Is it impossible? No, cause once you unlocked the right gear it will make Hazard 5 quite "easy" as well — it just takes away a bit of the fun as you’re quite locked into the meta builds. So those also wanting to 100% this game, be prepared for a grind and quite a lot of "rinse and repeat". Oh, and luck. Lots and lots of luck.













